Search found 39 matches

by DarkHelmet
Sat Dec 16, 2017 7:08 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 27658

Re: Friday Facts #221 - 0.16 is out

I personally would prefer all the compression hacks stay removed. Instead, make a belt compression/insertion device. Something like a single-width splitter that you place in-line in a belt and can point an inserter to. The idea being anything that is inserted into this device is merged onto the belt...
by DarkHelmet
Wed May 10, 2017 4:06 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

The barreling pump was missing from my world. I'd already researched fluid-handling. I fixed it with:

Code: Select all

/c game.player.force.recipes["barreling-pump"].enabled = true
by DarkHelmet
Sun May 07, 2017 11:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

Hmm. Instead, I did this: - turned off the use-angles-barreling setting, - turned ON the auto-barreling option to get the side effect of hiding the recipes, - loaded my world originally created on angelsrefining 0.7.3 or 0.7.4, and /c game.player.force.technologies["fluid-handling"].enabled = true /...
by DarkHelmet
Sun May 07, 2017 10:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

I've run this command:

Code: Select all

/c game.player.force.recipes["storage-tank"].enabled = true
to try and regain access to the missing tank recipe. It still doesn't show as an effect of "Fluid Control" but at least I can craft it now.

Is this likely to cause problems for me later?
by DarkHelmet
Sun May 07, 2017 8:37 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

-use angels barreling: Use either the vanilla barreling (heavy pump and tech is disabled) or angels barreling (vanilla tech is replaced and heavy pump added) -use auto barreling: Only takes effect if using angels barreling, changes heavy pump to furnace type and hides all barreling recipes. Should ...
by DarkHelmet
Sun May 07, 2017 9:27 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

I can't find a way to build Storage Tanks - normally unlocked via "Fluid Handling". These are used for fluid tankers. Is this intended?

(I'm using bobs+angels+petrochem+smelting. The most recent update is refining 0.7.5)
by DarkHelmet
Sun May 07, 2017 2:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3649
Views: 664942

Re: Development and Discussion

I'm confused by the 0.7.5 refining update, the fluid-handling technology changes and the settings controls. If I start a new world with the default settings, the crafting tree shows all the fluid barreling recipes immediately enabled, but the research for barreling hasn't been done yet. The options-...
by DarkHelmet
Sun Dec 18, 2016 3:27 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 33492

Re: [0.12]Ideas, suggestions & discussion

I'm sure this has been asked about before, but I would love to have an option to place signals as though they were pole entities, exactly as in the blueprint, rather than some distance apart. This is the main reason why I've been reluctant to use FARL, and I feel kind of silly to ask for it. This is...
by DarkHelmet
Wed Nov 30, 2016 6:43 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 71382

Re: [0.14] Reactors

A sample setup using generating power entirely from fission, with a breeder reactor switched on only as needed to balance plutonium/depleted uranium, and forced to full throttle via override signal: http://i.imgur.com/YlBRqg6.jpg I have two hopefully easy questions: What is the second combinator us...
by DarkHelmet
Sat Oct 01, 2016 7:04 pm
Forum: General discussion
Topic: Is RSO still needed?
Replies: 9
Views: 3605

Re: Is RSO still needed?

I've tried very rare and small everything ( including biters ). .. - Biters nests are not really small, nor they are rare. You're probably seeing the effects of expansion. They might have started small but the game spawns more and more of them. If you turn off expansion (via the config.lua setting ...
by DarkHelmet
Tue Jul 19, 2016 7:08 am
Forum: General discussion
Topic: Is loop based train design totally broken?
Replies: 21
Views: 16457

Re: Is loop based train design totally broken?

Trains do weird things in Factorio. Take alexzzzz's station in https://forums.factorio.com/viewtopic.php?p=185204#p185204 ... I've seen trains following another train past stations like that, and the pathfinder suddenly deciding that it would be great to drive right through the station simply becaus...
by DarkHelmet
Tue Jul 19, 2016 4:02 am
Forum: Resolved Problems and Bugs
Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
Replies: 21
Views: 5260

Re: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart

I've had this happen to me multiple times in the last half hour. Some observations: It's always happened with signals on or in close proximity to curves, or when the train itself was on a curve. I have not ever caught the stuck trains on a purely straight stretch. It's always happened in congested a...
by DarkHelmet
Tue Jul 19, 2016 12:18 am
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 80
Views: 28061

Re: [MOD 0.13.x] Personal Teleporter

The most recent version crashes:

control.lua:111 guiTelSettings is nil
in the on_gui_click event handler. I had loaded an existing save and had not built any new teleporters since the last update.

I "fixed" this by adding initializeVaiables() right before that line and it seems to work.
by DarkHelmet
Sun Jul 17, 2016 8:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 9719

Re: [MOD 0.12.x] Belt hoppers 1.0.2

Huh. It wasn't that hard. I made a quick 0.13-friendy version for you. If it works for you then great, if not, oh well. Summary of changes: recipe of smart hopper -> smart chest ingredient -> steel chest various basic-transport-belt entities -> transport-belt remove 'require defines', add factorio_v...
by DarkHelmet
Sun Jul 17, 2016 7:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 9719

Re: [MOD 0.12.x] Belt hoppers 1.0.2

Should I give up hope on this mod getting updated? May pre-.13 mega factory has a lot of this item and its gonna blow it up if I load it without this mod. :( You might consider doing what I did. I installed the zip file version of 0.12 which operates in a single self contained folder. You can copy ...
by DarkHelmet
Thu Jul 14, 2016 11:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart
Replies: 21
Views: 5260

Re: [0.13.6] [Martin] Train stops at a yellow signal, and doesn't restart

I've had this too. Map and junctions created on 0.12 and migrated to 0.13. I have a game save with trains in this state that I can reload at will. For me it was always the same blueprint of a 2-lane, Left-hand-drive T junction. One of the exits repeatedly jammed up in multiple locations on the map. ...
by DarkHelmet
Thu Jul 14, 2016 10:35 am
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 31218

Re: Bug reports

Ah. That explains a few things then. Migration reset a few other things as well and it doesn't seem too much of a stretch that it reconfigured things like this too. In any case, it made things .. interesting.
by DarkHelmet
Tue Jul 12, 2016 7:34 pm
Forum: Resource Spawner Overhaul
Topic: Bug reports
Replies: 125
Views: 31218

Re: Bug reports

I have: disableEnemyExpansion = true -- allows for disabling of in-game biter base building however, expansion is still very active. It was disabled in the 0.12 version of the map. If I look in-game in 0.13 with the current mod and the setting disabled, game.map-settings.enemy_expansion.enabled it i...
by DarkHelmet
Sat Jul 09, 2016 6:51 pm
Forum: Mods
Topic: [MOD 0.13.x] Additional Oil Refineries
Replies: 8
Views: 10889

Re: [MOD 0.13.x] Additional Oil Refineries

Am I imagining it or was the crafting speed doubled? I'm seeing previously stable production chains where the MK3 refineries are now depleting their inputs by about a factor of two. I went and looked and I would have sworn that MK3 was craft speed 2 before, and is now 4. I am not complaining - I jus...
by DarkHelmet
Sat Jul 09, 2016 1:27 am
Forum: Mods
Topic: [MOD 0.12.x] Roboport Quick Charge 0.2.0
Replies: 22
Views: 9088

Re: [MOD 0.12.x] Roboport Quick Charge 0.2.0

I made some quick fixes to get this working on 0.13. However, I realized I was out of my depth when the upgraded roboports didn't have logistics connections. I was having all the same problems that were mentioned by Zahne above - this mod interferes with other roboport mods in unfortunate ways. I en...

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